Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.

Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.

Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Warning: If a trigger does not start out with a parent but rather is assigned one dynamically, choose another entity and add it here as a dummy. Otherwise the trigger will stop colliding properly when it gets its real parent. Warning: In , parenting this entity to another can break your map.

Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.

Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.Format: <key> <value>Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>

Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.

Bug:In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.

Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.

Outputs

Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire. (activator is the exiting entity)

OnEndTouchAll

Fires when the last entity in the entity's area exits this trigger or when this entity is disabled. Only entities that passed this trigger's filters are considered. (activator is the last exiting entity)

OnTouching(New with Half-Life 2: Episode Two / Source 2007)

OnNotTouching(New with Half-Life 2: Episode Two / Source 2007)

Fired when the TouchTest input is called.

TriggerOnce:

OnStartTouch

Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire. (activator is the toucher)